Silent Sky - Beastkin Ranger (1st to 3rd Level Cheat Sheet)
FRONT PAGE: Core Capabilities & Class Features
- Name: Silent Sky
- Class & Subclass: Ranger (Arrow Binder Subclass)
- Lineage & Heritage: Beastkin (Slayer Heritage)
- Background & Talent: Investigator (Situational Awareness Talent)
- Spellcasting Ability: Wisdom (WIS)
Lineage, Heritage & Background Talents
- Natural Weapons (Beastkin Lineage): You possess claws that deal 1d6 + Dexterity slashing damage for unarmed strikes.
- Agile (Beastkin Lineage): Gain a climbing speed equal to your walking speed and advantage on saving throws to avoid being knocked prone.
- Natural Predator (Slayer Heritage): Gain advantage on Intimidation checks made to influence Beasts and creatures with the Animal tag.
- Tracker (Slayer Heritage): Add your Proficiency Bonus to checks to locate, spot, or track a creature (double your PB if you already have proficiency).
- Situational Awareness (Investigator Background Talent):
- Gain advantage on checks to avoid being surprised.
- As a reaction immediately after taking damage from a melee attack, move 10 feet without provoking opportunity attacks.
Class & Subclass Features (Levels 1–3)
- Explorer (1st-Level Ranger Feature):
- Gain a swimming speed equal to your base movement speed.
- Gain advantage on checks to track creatures.
- Your movement speed is not halved when moving through nonmagical or magical difficult terrain.
- Mystic Mark (1st-Level Ranger Feature): On a hit, mark a creature as your favored quarry for 1 minute (uses equal to PB per long rest). Deal an extra 1d4 damage (same type as weapon) each time you hit the marked creature.
- Martial Action (2nd-Level Ranger Feature): Use a bonus action on your turn to perform a weapon option or take the Aim action.
- Martial Action - Aim (2nd-Level Ranger Feature): While wielding a ranged or thrown weapon, use a bonus action to select a target; double your PB for the first ranged weapon attack roll made against it before the end of your turn.
- Spellcasting (2nd-Level Ranger Feature): Cast Primordial spells using Wisdom. You know a small number of spells and can cast them using spell slots, regaining all slots on a long rest.
- Calling Spells (3rd-Level Arrow Binder Subclass Feature): You automatically know bonus calling spells that do not count against your limit (1st-Circle: grease).
- Bind Spell (3rd-Level Arrow Binder Subclass Feature): As an action, expend a spell slot to bind a known single-target or area spell into a ranged weapon you hold (lasts 1 hour). While bound, your ranged attacks with the weapon count as magical, and on a hit you can use a bonus action to activate and trigger the spell.
- Trickster's Quiver (3rd-Level Arrow Binder Subclass Feature): Once on your turn when you hit your Mystic Mark quarry with a ranged weapon attack, apply one of the following effects:
- Frost Shot: Target's speed is reduced by 10 feet until the end of its next turn.
- Shock Shot: Target cannot take reactions until the start of its next turn.
- Venom Shot: Deal poison damage instead of normal damage, and the target is poisoned until the end of its next turn.

BACK PAGE: Weapon Options & Spells
Weapon Options (Save DC 13)
- Disarm (Shortsword): On a hit, the target must succeed on a DC 13 Strength or Dexterity saving throw or drop a weapon, shield, or object it is wielding into an unoccupied space within 5 feet.
- Pinning Shot (Longbow): On a hit against a Large or smaller creature, the target must succeed on a DC 13 Strength or Dexterity saving throw or have its speed become 0 until the end of its next turn, unless freed by a creature using an action to succeed on a DC 13 Strength (Athletics) or Dexterity (Acrobatics) check.
Spell List
WIS is your spellcasting modifier. Calling spells are marked with (C).
1st-Circle Spells
- Goodberry: Transforms up to 10 berries in your hand, allowing a creature to use its action to eat a berry to restore 1 hit point and obtain nourishment for one day.
- Grease (C): Covers a 10-foot square in slick grease, creating difficult terrain and forcing creatures in the area to succeed on a Dexterity saving throw or fall prone.
- Speak with Animals: Allows you to understand and verbally communicate with Beasts and creatures with the Animal tag for 10 minutes.
- Volley: Touches a creature to spawn a second piece of ammunition that makes a separate ranged attack roll against the same target on their next ranged attack.